Texture
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12 papers in the last four weeks, up 33% on the four weeks before. 0.1% of all new papers.
Latest papers 97
Recent advances in rectified flow-based image-to-3D generative models have enabled high-fidelity 3D asset generation. Building on this, a growing line of work has exploited these strong 3D priors for training-free stylization, transferring visual attributes from a reference image onto a generated 3D asset. However, existing methods enforce an all-or-nothing paradigm: color and texture are transferred jointly, with no mechanism to control them independently -- a limitation we formalize as Disentangled 3D Stylization(Disen3D). To address this, we propose DiDE, the first training-free framework for Disen3D. Key to our approach is the observation that the structured latent space of image-to-3D models is overcomplete with respect to texture: texture information occupies only a small subset of the style-significant channels, leaving a free subspace available for independent color encoding. DiDE exploits this via a channel partition mechanism that processes a content image, a texture reference, and a color reference through dedicated branches and composes both style signals interference-free at every self-attention layer, preserving content geometry throughout. Experiments on Disen3D-Bench, our newly collected multi-reference benchmark, show that DiDE consistently outperforms 2D and 3D stylization baselines in color fidelity, texture transfer, and content preservation.
EndoPrior-GS: Dynamic Endoscopic Reconstruction with a Joint Texture Prior
Dynamic endoscopic reconstruction is fundamental to robotic surgery and computer-assisted interventions. While 3D Gaussian Splatting (3DGS) realises real-time rendering, its application to deformable intraoperative environments remains constrained by spurious geometry and varying illuminations. To address these limitations, we introduce EndoPrior-GS, a novel pipeline that explicitly couples frame-extracted vision heuristics and estimated depth maps. EndoPrior-GS derives a joint texture prior from a tool-filtered valid tissue mask, a non-specular photometric filter, and anatomical structural salience, yielding a probability map that guides primitive initialisation and subsequent density control. The prior is further extended to the temporal domain through a texture-aware term that dynamically weighs pairwise primitive contributions during training. We conduct extensive experiments on benchmark datasets EndoNeRF and SCARED, and the obtained results show that our method EndoPrior-GS reduces Flow Error by 27.7% and 25.8% over the representative approaches while preserving competitive rendering quality and real-time rendering speed. Our project website is available at https://jiaqi-huang-77.github.io/EndoPrior-GS/.
Texture Space Material Diffusion
We present a method for generating high quality materials for 3D objects entirely in texture space. We finetune a video diffusion transformer for text-guided material generation, multi-view material generation, and material upscaling. Our key insight is to use the known projection from image space to texture space, enabling the diffusion process to generalize across arbitrary geometries and texture parameterizations. This approach also avoids the view consistency issues inherent in video and multi-view diffusion models. Because texture space is two dimensional, we can reuse the strong priors of pretrained video diffusion models. We apply our method to high quality material reconstruction from posed photos captured under unknown lighting, as well as to text- and image guided material generation. Our method can scale to high resolutions (8K), 100+ input views, and neural material representations. In quantitative and qualitative evaluations we show state-of-the-art results for material generation and reconstruction.
DirectUV: Image-Conditioned UV Texture Generation with Surface-Aware Positional Encoding
Generating high-quality UV textures for 3D meshes remains challenging. Multi-view projection pipelines suffer from occlusion and view inconsistency, and recent methods that generate textures directly in UV space still rely on auxiliary modules to supply 3D information, leaving the attention mechanism tied to UV-grid positions rather than to the underlying surface geometry. This mismatch limits coherence across seams and disconnected UV islands. We propose DirectUV, an image-conditioned UV texture diffusion framework that operates in the latent UV space of a pretrained image VAE, in which a Diffusion Transformer denoises the UV latent given a single input image and a coarse UV map. At its core, Surface-Aware Positional Encoding (SAPE) replaces the standard 2D-grid positional encoding with encodings derived from per-token 3D surface coordinates obtained via UV-to-surface correspondence. As positional encodings define the distance metric used by attention, SAPE enables tokens to interact according to 3D positional proximity derived from surface correspondence rather than UV-grid distance, restoring coherence across seams and disconnected islands. A multi-level extension further assigns different attention heads to progressively finer subdivisions of the same latent UV patch, allowing the model to reason about surface structure at multiple granularities. Experiments show that DirectUV produces sharper and more globally consistent textures than other baselines, with the largest improvements in occluded and view-unseen regions where projection-based methods leave gaps or stretched textures.
OmniFabric: Coherent UV Space Texture Synthesis for 3D Garment Reconstruction
Automated generation of production-ready 3D garment assets from a single image is a central challenge in digital content creation. While recent generative models have significantly advanced 3D geometry reconstruction, synthesizing high-quality textures remains a bottleneck. Existing methods often bake environmental illumination and shadows directly into the texture map, or they fail to maintain global structural coherence, making the resulting assets unusable for physical simulation and relighting. In this work, we introduce OmniFabric, a novel approach that synthesizes globally coherent texture maps directly within the 2D sewing pattern space. Given a single reference image, our pipeline utilizes an estimated 3D mesh and generative priors of powerful Vision-Language Models (VLM) to establish a complete but coarse texture initialization across the unwrapped sewing patterns. We then leverage a specialized diffusion transformer, trained via an automated synthetic data engine and conditioned on 3D positional features, to refine this initialization directly in the canonical UV domain. This effectively removes distortion and baked-in artifacts to extract a clean and normalized texture map that preserves the original garment design. Extensive experiments demonstrate that OmniFabric significantly outperforms state-of-the-art baselines, yielding photorealistic 3D garments with high-quality textures.
ADATEX4D: adaptive texture capacity allocation for 4D gaussian splatting
Textured Gaussians improve local appearance capacity, but assigning the same texture resolution to every primitive wastes storage on low-detail or weakly visible regions. We introduce AdaTex4D, an adaptive texture-capacity module for deformation-based 4D Gaussian Splatting. Each Gaussian carries packed RGBA triplanes whose two axes grow independently according to visibility normalized screen-space gradients and deformed local scales. Experiments on N3DV and PanopticSports show that AdaTex4D reduces texture storage by more than half while preserving reconstruction quality. Under fixed memory budgets, adaptive allocation also improves quality over uniform texture assignment and reduces overall model and peak memory. These results show that dynamic, anisotropic texture allocation provides a more efficient way to distribute local appearance capacity in 4D Gaussian representations.
Norm2Tex: Augmenting Visuo-Tactile Simulations with Texture
Large-scale datasets are essential for training generalist robot control policies. Collecting real-world tactile data is costly and time-consuming, motivating the use of tactile simulations. However, current tactile simulators capture only overall contact geometry and miss fine details like texture. This results in a significant domain shift between simulated and real tactile data. To address this gap, we introduce Norm2Tex, a plug-in method that augments simulations of vision-based tactile sensors with high-frequency surface details from normal map textures. By modifying the target object's depth map before a tactile simulator's rendering pipeline, Norm2Tex seamlessly integrates into different tactile simulators. We also evaluate sim-to-real transfer using material classification and a reinforcement learning task. Our results show that Norm2Tex preserves material-dependent tactile information across domains, improving texture recognition and producing material-dependent control behavior in the real world.
Beyond UV Mapping: Mesh Texture Compression via Surface-Aligned Texture Fields
Mesh texture compression typically relies on 2D UV atlases, whose chart discontinuities and mapping overhead can limit coding efficiency. To tackle this challenge, we introduce TexF, a surface-aligned texture field that organizes texture attributes in sparse voxels derived from the mesh surface. This representation supports high-resolution textures while preserving local 3D correlations for compression and enabling direct surface queries. For bitstream compression, TexF reuses established 3D attribute codecs, with voxel locations reconstructed from the decoded mesh without separate transmission. For GPU-resident compression, we develop 3DNTC, which combines quantized hash features with a lightweight decoder for random-access reconstruction at surface positions. Differentiable rendering enables image-space refinement of both voxel attributes and compressed neural fields. Experiments on the MPEG and AOM mesh compression benchmarks demonstrate improved average rate-distortion performance over representative UV-based methods for both bitstream and GPU-resident compression. 3DNTC also supports real-time rendering.
LiteTex-GS: Fast and Lightweight Texturing for Gaussian Splatting
Gaussian Splatting has enabled real-time novel view synthesis, but its tightly coupled geometry and appearance representation often require a large number of primitives to reproduce high-frequency texture details, leading to substantial memory and optimization costs. Recent textured 2D Gaussian methods alleviate this limitation by attaching texture maps to Gaussian primitives. However, bridging the fundamental structural gap between discrete Gaussians and continuous 2D grids requires complex parameterizations that introduce severe computational overhead. This overhead fundamentally compromises the original efficiency of Gaussian Splatting, making the balance between detailed texturing and computational agility an unresolved challenge. To address these challenges, we propose LiteTex-GS, a fast and lightweight texturing framework for Gaussian Splatting. Our method initializes an extremely compact representation, assigning minimal local texture to each Gaussian and progressively allocates higher resolution only to primitives with significant reconstruction errors. To maintain a streamlined geometric scaffold, we introduce a contribution- and area-aware pruning strategy that eliminates low-utility Gaussians. Furthermore, to mitigate the gradient dilution caused by texture upsampling, we design a resolution-aware update rule that preserves rapid and stable convergence. Extensive experiments on standard novel view synthesis benchmarks demonstrate that our method achieves competitive or superior rendering quality while using substantially fewer parameters and less training time than existing textured Gaussian baselines.
Physics-based prediction, uncertainty quantification and decision-making for IN718 crystallographic texture intensity across LPBF defocus regimes
Reliable prediction of crystallographic texture in laser powder bed fusion is critical for linking process conditions with anisotropic response and for qualification. However, black-box models may fail under shift and cannot distinguish weak data support from loss of physical validity. This study develops a two-stage physics-based model for <001> || BD (build direction) texture in Inconel 718. Stage 1 maps process variables to melting mode and melt pool geometry. Stage 2 predicts texture by combining an empirical physics model with a random-forest residual model. A k-nearest-neighbor weight attenuates residual corrections for poorly supported queries, while a study-specific areal beam-power-density criterion withholds predictions outside the adopted conduction envelope. Conformal intervals are evaluated on the retained physics-valid set, and SHAP and Sobol analyses assess residual sensitivity. Under a controlled leave-one-defocus-out evaluation, the physics anchor achieved R^2 = 0.778, against -0.001 for the black-box model and 0.750 for the gated hybrid. Under leave-one-group-out cross-validation, the gated hybrid reached R^2 = 0.592 against 0.538 for the black-box model. Retained-set coverage was 92.9% at a mean full width of 3.65 multiples of a uniform distribution (MUD) under grouped cross-validation and 100% at a width of 3.21 MUD under transfer to a withheld +80 mm defocus regime. An illustrative mapping produced a retained BD elastic-modulus span of 127-187 GPa. On nine conditions from a separately built sample set, the framework withheld three, attenuated three, and matched the measured ordering for the rest. Separating data applicability, physics validity, and predictive uncertainty into distinct decisions lets the framework transfer where an unconstrained model does not, and withhold predictions where no model class performs adequately.
Mi-Ripple: Restoring Images Degraded by Iterative AI Editing
Iterative reference-conditioned image editing can introduce grid-like and granular textures, commonly described as digital ripple. We present Mi-Ripple, a diagnosis-guided restoration workflow that suppresses this digital ripple while protecting image structure. Mi-Ripple separates periodic lattice artifacts from content-entangled granular texture, then combines selective spectral notching, structure-aware smoothing, and cleaned-reference regeneration. This separation enables low-distortion filtering when artifacts are spectrally isolated and visual reconstruction when filtering would erase legitimate detail. Across fourteen notch-only executions, whole-image residual standard deviation is 0.08--0.44 in CIELAB lightness units. In a paired regeneration example, reference cleaning reduces output debris density by 45%. Mi-Ripple links measurable artifact reduction to visibly cleaner generated images, rather than optimizing a spectral score alone.
AnimalLift: Reconstructing Animatable 3D Animals from a Single Image by Learning Canonical Shape, Texture, and Fur Maps
Reconstructing a fully animatable 3D animal from a single image remains challenging because animation-ready assets require not only plausible geometry, but also a unified topology, editable appearance, and fur representations compatible with deformation and simulation. Existing image-to-3D approaches often rely on implicit or loosely structured representations that are difficult to rig or edit, while parametric animal models support animation but cannot capture detailed texture and fur appearance. We present AnimalLift, a framework for reconstructing structured, animation-compatible 3D animal assets with explicit fur from a single image. Our method lifts an input image into a shared canonical space with a consistent topology and UV parameterization across the dataset, enabling joint prediction of canonical geometry, texture, and fur in a unified feed-forward architecture. A key component of our representation is a UV-aligned fur map that encodes strand geometry in a surface-aligned canonical domain, allowing explicit fur reconstruction compatible with mesh deformation and fur simulation. To train the model, we introduce a procedural data generation pipeline that provides large-scale supervision with aligned geometry, texture, and fur across diverse animal species and appearances. Experiments on synthetic and real-world datasets demonstrate strong reconstruction quality and generalization across animal categories. Beyond reconstruction, our structured representation directly supports downstream applications including animation, pose transfer, fur editing, and simulation-compatible rendering.
BarkNet-Lite: A Lightweight Texture and Colour Network with the BarkBD Benchmark for Bark-Based Tree Species Recognition in Bangladesh
Tree species recognition supports forest inventory and biodiversity monitoring but still depends on scarce taxonomic expertise. Bark is visible year-round at ground level, yet bark recognition has concentrated on temperate floras and on large ImageNet-pre-trained backbones. We address both gaps. First, we release BarkBD, a bark dataset for Bangladesh: 14,258 uncropped smartphone photographs of 20 native species across four districts and three weather conditions, with a fixed stratified split. Second, we propose BarkNet-Lite, a 2.96M-parameter network trained from random initialisation, pairing a multi-scale texture pathway with a parallel colour-aware pathway. Over five seeds it reaches 96.64+-0.66%accuracyunderstrict single-image inference, within 2.3 points of nine ImageNet-pre-trained backbones fine-tuned under an identical protocol and within one seed-level standard deviation of the smallest ofthem, andtransfers to public benchmarks (95.86% on BarkVN-50, 92.85% on BarkNet 1.0). Grad-CAM, validated by faithfulness and weight-randomisation checks, confirms its decisions rest on bark structure rather than background. The exported single-precision model classifies one photograph in 15.34ms on a commodity smartphone.
Heat Kernel Textures: the Geodesic Gaussians That Do Not Splat
3D Gaussian Splatting has recently revolutionised novel view synthesis as well as many other 3D vision methods and applications. Drawing inspiration from this representation, we now rethink textures to overcome the main issues of UV mapping while considerably lowering their memory footprint. Heat Kernel Textures (HKTex) eliminate UV unwrapping as well as their persistent issues of wasted UV space, seams, distortions, vertex-duplication, and varying resolution. Grounded in discrete Riemannian geometry and intrinsically defined on any manifold surface discretised as a triangular mesh, HKTex uses anisotropic heat kernels as geodesic equivalents to Gaussians. Like our kernels, also the optimisation of their position and the adaptive densification strategies were redefined to operate on the surface of the object to be textureised. Our novel representation is also fully integrated with a physically based renderer and can be optimised either from existing textures or multi-view images. Our project page and code are available at circle-group.github.io/research/HeatKernelTextures.
Mitigating Shortcut Learning: Texture-Penalized Prototype Networks
Standard Convolutional Neural Networks (CNNs) exhibit severe performance degradation due to a strong inductive texture bias that prioritizes local, high-frequency patterns over global structural shapes. This dependency causes confident misclassifications during textural changes or environmental effects. To address this flaw, this study introduces the Texture-Penalized Prototype Network (TPPN), a novel architectural framework that shifts this inherent bias without depending on resource-intensive augmented datasets. Specifically, a Texture-Penalization Branch (TPB) imposes a penalty to suppress the extraction of local texture proxies, forcing the network backbone to discard high-frequency cues and extract purified, shape-biased representations. By evaluating similarities within a prototype-based hypersphere derived from the final convolutional features, the approach enforces strict geometric constraints, treating objects as compositions of essential parts to achieve robust classification. Evaluations on texture-shape cue-conflict datasets and synthetic noise benchmarks demonstrate the stronger shape bias of this structural disentanglement. The proposed framework reduces the inherent texture bias of a baseline ResNet-50 from 55.11% to 29.73%, surpassing the texture-suppression capabilities of an off-the-shelf Vision Transformer (ViT-B/16). Furthermore, the approach demonstrates robust generalization under cue-conflict conditions, resisting textural shortcut learning when encountering Out-of-Distribution (OOD) shapes. The model maintains stronger shape accuracy against elevated perturbations. On clean validation data, the architecture incurs a minimal drop in accuracy of 0.90 percentage points. This provides a structural, efficient solution to CNN texture bias.
PointGT: Simultaneous Geometry and Texture Editing for Point-Based Representations
We present PointGT, a point-based 3D representation that enables simultaneous editing of object geometry and appearance. Existing reconstruction and view synthesis techniques produce volumetric 3D representations that are high-quality and photorealistic, but are difficult to edit. In particular, recent efforts to enable texture editing for 3D Gaussian Splatting representations are not compatible with geometry edits and deformations. Our method combines a point-based representation that is well-suited for geometry deformations with a learned UV mapping technique that enables high-resolution texture editing. We show that PointGT enables fine-grained editing of both geometry and texture in point-based neural representations with high rendering quality.
UniTexture: Cross-Task Universal Adversarial Textures for Vision-Language-Action Models
Vision-Language-Action (VLA) models have emerged as generalist robotic policies capable of following diverse language instructions and performing a wide range of manipulation tasks. However, their direct control over embodied agents also exposes them to adversarial interference that may cause unsafe physical behaviors. Existing attacks on robotic policies are typically optimized for a single task or instruction, leaving the cross-task vulnerabilities of multitask VLAs largely unexplored. We introduce UniTexture, a cross-task universal adversarial texture attack that uses a single textured 3D object to induce targeted deviations in VLA action predictions across multiple tasks. UniTexture backpropagates gradients from the policy's action outputs to surface texture parameters through a differentiable renderer. It jointly optimizes the shared texture over a distribution of tasks, instructions, states, and viewpoints using a targeted action-space objective, steering predicted actions toward attacker-defined targets without optimizing a separate texture for each task. We evaluate UniTexture on OpenVLA and across diverse manipulation tasks and multiple evaluation settings. UniTexture reduces the mean task success rate from 90.0% under benign conditions to 48.4% under attack, induces target-aligned action shifts, and further exhibits cross-suite and cross-model transfer without re-optimization. Together, these findings reveal shared cross-task vulnerabilities in multitask VLAs that can be systematically exploited through a single adversarial surface texture.
GeoCache: Training-Free Acceleration of Multi-View Texture Diffusion via Geometric Delta Transport
Geometry-conditioned multi-view diffusion enables high-quality 3D texture generation, but its repeated per-view denoiser evaluations introduce substantial computational cost. Existing training-free accelerators primarily exploit temporal redundancy by reusing computation across denoising steps. In multi-view texturing, however, skipping a step also removes the cross-view interaction that continually aligns different observations of the same surface, leading to rapidly degraded consistency and fidelity. Our analysis identifies a complementary source of redundancy: although intermediate features remain view-specific, geometrically corresponding surface points exhibit transferable evolution in their predicted clean signals. Based on this observation, we introduce \gc{}, a training-free plugin that evaluates a rotating subset of anchor views and transports their geometry-aligned per-step updates to the remaining views. Periodic full-view computation controls accumulated error, while sampler-consistent reconstruction preserves the denoising trajectory. \gc{} requires neither retraining nor architectural modification and uses the position maps already available in geometry-conditioned texturing pipelines. Across Hunyuan3D-2.1, SyncMVD, and MVPainter, \gc{} achieves a stronger speed--fidelity trade-off than temporal caches and step reduction at operating points above . On Hunyuan3D-2.1, it delivers a denoiser-loop speedup with an MV-LPIPS of 0.0293 and an MV-PSNR of 33.60 dB, providing the best fidelity among all tested methods above . The same transferred configuration reaches the highest speedup and lowest FLOPs on SyncMVD, while \gc{} achieves the lowest FLOPs and best fidelity among the accelerated methods on MVPainter. These results establish cross-view geometry as an effective acceleration axis for multi-view texture diffusion.
TGRHuman: Text-Guided Realistic 3D Human Generation via Diffusion Renderer
Realistic 3D human generation plays a crucial role in many graphics applications. However, current methods still struggle to generate high-quality human geometry and texture while maintaining 3D consistency and inference efficiency. In this work, we address these limitations by introducing TGRHuman, a novel approach for generating realistic 3D humans from text. Our method decouples geometry and texture generation to alleviate the issues commonly encountered in NeRF-based methods. Instead of relying on slow, implicit score-distillation-based optimization, we directly use explicit multi-view observation generation and optimization for efficient 3D synthesis. For geometry generation, we propose a high-resolution generative module for multi-view normals together with a geometry-carving strategy that preserves view consistency and supports loose clothing. For texture generation, we produce spatially consistent RGB observations from densely sampled surrounding views using a carefully designed texture-prior acquisition strategy and a diffusion renderer, enabling detailed human texture synthesis. Experiments show that our method can generate high-quality and consistent 3D human geometry and texture efficiently. TGRHuman outperforms existing text-to-3D human methods in both geometry and texture quality.
Clinical Feasibility of Low-Magnification Fluorescence Imaging for Breast Cancer Margin Detection Using Texture Analysis and Deep Learning
High-resolution images of unprocessed surgical breast tissue can be obtained using microscopy with ultraviolet surface excitation (MUSE). This technique is considered a promising method for checking surgical margins during breast cancer surgery. In this study, MUSE images at 4x and 10x magnifications were compared using patch-level classification methods. Texture analysis (TA) based on local binary patterns (LBP) and deep learning (DL) with a base Vision Transformer (ViT) model were used. Both methods achieved similar performance at both magnifications. Using DL method, both 4x and 10x magnifications achieved 96.30% sensitivity, 100% specificity and 98.18% accuracy. Using TA method, 4x achieved better specificity (100% vs 93.33%) and 10x yielded higher sensitivity (100% vs 93.33%), but both had the same accuracy (96.67%). No clear improvement in performance was observed with 10x magnification. These results show that 4x imaging achieves the same diagnostic accuracy as 10x imaging. At the same time, 4x offers a larger field of view and faster image capture. Therefore, lower magnification can be effectively used in MUSE systems for accurate and efficient intraoperative margin assessment.
A second-order theory of texture for depth from focus
We present a theory of textured appearance of optically rough surfaces based on wave optics, emphasizing the role of texture for passive depth from focus. Our theory shows that even surfaces that traditional computer vision would consider textureless can produce textured appearance, due to subjective speckle from surface microgeometry. We analyze the properties of this second-order texture, and show that we can enhance its contrast under natural ambient lighting by simply using a narrowband spectral filter. Doing so results in dramatic improvements in passive depth reconstruction of seemingly textureless scenes, as we demonstrate through extensive theory, simulations, and real-world experiments.
AdvTiles: Physical Adversarial Camouflage Clothing against Person Detectors via Learnable Tiles
Physical adversarial attacks against person detectors have evolved from localized patches to full-body textures. However, achieving both visual naturalness and strong attack effectiveness remains challenging. Existing natural-looking methods typically optimize camouflage textures as a whole, limiting the flexibility to refine local adversarial patterns and their spatial arrangement. To address this issue, we propose AdvTiles, a physical adversarial camouflage framework built from learnable tiles, enabling strong attack performance while preserving a natural camouflage appearance. Specifically, we use a Straight-through (ST) Gumbel-Softmax estimator for differentiable tile selection, enabling joint optimization of tile patterns and spatial layouts. This design provides fine-grained control over adversarial texture generation. To improve robustness in diverse physical conditions, we further optimize the camouflage through differentiable 3D Gaussian Splatting rendering with variations in viewpoints, scales, illuminations and backgrounds. Extensive experiments across multiple detectors demonstrate that AdvTiles achieves an average ASR of 86.2%, outperforming existing state-of-the-art attack methods. We further fabricate the optimized camouflage into wearable adversarial clothing, validating its effectiveness in real-world scenarios across diverse distances, angles and backgrounds.
StyleComposer: Training-Free Multi-Reference Style Composition
The style of a painting is not monolithic: color, texture, and structure may come from different sources. Existing reference-guided methods transfer them as one style signal, leaving each attribute's source and strength outside the user's control. We ask where in a diffusion model one attribute can change while the others hold, and find that no single representation isolates all three. The proposed StyleComposer therefore routes each style attribute through the representation where it separates best and coordinates the routes over denoising time. Without training or inversion, it satisfies three references and the prompt jointly more closely than prior methods, and exposes one strength slider per attribute. Project page: https://lexxsh.github.io/StyleComposer
UAV-Based Environmental Monitoring of Rip-Current Indicators Using Wavelet-Derived Texture Features
Rip currents are recurrent coastal natural hazards that threaten beachgoers and create operational challenges for lifeguards and coastal managers. Reliable monitoring from standard RGB (red-green-blue) imagery acquired by unmanned aerial vehicles (UAVs) remains difficult because hazardous channels often appear as subtle gaps in breaking waves, foam texture, or sediment patterns, and these signatures are affected by illumination, sea state, and environmental noise. This study presents a physically informed coastal environmental monitoring workflow for detecting visually expressed rip-current indicators that integrates wavelet-derived spatial-frequency texture features with deep learning. We evaluate multiple strategies for incorporating Discrete Wavelet Transform features into convolutional architectures, from computationally efficient channel replacement to dual-stream fusion with attention mechanisms. Performance is assessed against a standard RGB baseline using a task specific convolutional neural network for image-level presence classification and a YOLOv8 model for object-level localization. Under the evaluated dataset conditions, integrating wavelet derived texture features improves performance over RGB-only models. The dual-stream architecture achieves the strongest classification performance, exceeding 95% accuracy with high recall, while channel replacement is most effective for YOLOv8 object detection, reaching 94% mAP@50 for localization. Explainable artificial intelligence analyses provide qualitative evidence that the models attend to visually plausible wave-gap regions associated with rip currents. These results suggest that under the conditions of the evaluated dataset, physically informed wavelet integration may support UAV-based decision-support tools for interpretable beach-safety risk mitigation.
Texture: Sparsely Perturbed Thermal-to-Texture Imaging
Thermal imaging remains effective under adverse illumination, yet passive long-wave infrared (LWIR) measurements often lack fine texture. Existing thermal texture imaging approaches commonly rely on spectral sensing or registered auxiliary modalities, incurring substantial data throughput or vulnerability to cross-modal degradation. We introduce Texture, a sparsely perturbed thermal texture imaging framework that aims to reconstruct temporally dense thermal texture sequences from densely sampled passive frames and a few actively perturbed keyframes. We define thermal texture as the residual between a source-on observation and its corresponding source-off passive state. Under sparse LWIR illumination and rapid quasi-steady paired acquisition, this residual attenuates the passive-emission background and approximates a source-induced reflected response, exposing localized material- and geometry-dependent texture. Texture reconstructs a dense sequence of this source-conditioned response through two stages. Stage 1 estimates the unobserved source-off passive state at each active instant from neighboring passive frames to obtain reliable differential texture anchors. Stage 2 combines sparse anchors with passive structural context near each target time to reconstruct the dense sequence. On the simulated benchmark, Texture adds only 0.20M parameters to AMT-L while improving PSNR by 6.66 dB. Extensive evaluations on simulated and real acquisitions further show clearer texture recovery and stronger structural preservation than representative VFI baselines. These results establish Texture as a practical framework for thermal texture imaging under sparse active acquisition.
WaiT for the Signal: Simple Frequency-Aware Flow-Matching
As image generation models scale to ever higher resolutions, global coherence, local detail, and texture fidelity become critical axes for generation quality. However, standard flow matching treats all spatial frequencies uniformly, ignoring the natural frequency hierarchy where high-frequency bands become indistinguishable from pure noise far earlier than coarse structures. We introduce WaiT, a Wavelet-aware image Transformer that decomposes generation into coarse and fine bands via lossless wavelets. True to its name, the high-frequency bands wait for the signal: staying pure noise until coarse structure has emerged, then joining the flow for joint refinement. Since standard FID discards fine-grained detail through aggressive downsampling, we introduce a more stringent three-axis evaluation protocol to assess quality at native resolution. On ImageNet 512x512, WaiT achieves a pixel-space FID of 1.43 and is Pareto-optimal across all three axes, reducing sampling compute by up to 50%. With our largest 2B model, we set a new state-of-the-art FID of 1.3 for pixel-space models on ImageNet 512 resolution. Our formulation outperforms even the strongest latent-space models on texture fidelity, and scales seamlessly to high-resolution OpenImages and to video generation, achieving a state-of-the-art FVD of 0.84 on Kinetics-600 with no algorithmic modifications.
JigShape: Evaluating Visual-Geometric Reasoning in VLMs through Jigsaw Puzzles
Jigsaw puzzle solving requires jointly reasoning about visual content and geometric constraints, yet existing benchmarks use rectangular cuts that create ambiguous ground truth in texture-repeated regions. We introduce \textit{\ours{}}, a benchmark with tab-and-blank interlocking pieces where geometric constraints provide strong local compatibility requirements that, combined with visual content, yield unambiguous ground truth. Across 95K instances at four grid densities (44 to 1616), we find that \textbf{zero-shot VLMs largely lack geometric reasoning}: only one of five frontier models (GPT-5.5) exceeds random baseline on 44 puzzles, while all others perform at chance level. While supervised fine-tuning achieves 97% on 44, \textbf{all models collapse on larger grids}: GPT-5.5 drops from 70% to near-random on 88, and even fine-tuned models fall below 5% on 1212. This ``scaling cliff'' suggests current architectures cannot maintain consistent constraint satisfaction as the number of pieces increases. \ours{} establishes scalable geometric reasoning as an open challenge for vision-language models.
Toward Multi-Modal Deep Learning for Pulmonary Disease Classification: A Texture-Based Machine Learning Pilot Study on Public Chest X-Ray Data
Automated classification of pulmonary disease from chest radiographs is a widely studied application of machine learning in medical imaging. This paper presents a pilot study evaluating classical texture- and gradient-based feature representations for distinguishing COVID-19 from other forms of pneumonia using the publicly available COVID-19 Image Data Collection (668 posteroanterior/anteroposterior radiographs from 408 patients). Using histogram of oriented gradients (HOG) and gray-level co-occurrence matrix (GLCM) texture descriptors with classical classifiers (logistic regression, random forest, and support vector machine), evaluated under patient-level 5-fold stratified cross-validation to prevent data leakage, we obtain a best mean accuracy of 75.4% and AUC of 0.755, modestly exceeding the 71.6% majority-class baseline. We report these results transparently, including their limitations, and use them to motivate and scope a proposed multi-modal deep learning architecture -- combining convolutional and transformer-based encoders across imaging modalities -- as a direction for future work requiring access to larger, multi-institutional, ethically sourced datasets.
MicroZoom: Structure-Preserving Detail Synthesis at Extreme Scale
We introduce MicroZoom, a generative framework for gigapixel image synthesis at the microscopic scale. Given a standard photograph and a sparse set of consumer-grade microscope close-ups, MicroZoom synthesizes a seamless, gigapixel-resolution image grounded in the material character of the real references, enabling exploratory visualization of microscopic texture across the full spatial extent of an object. Our goal is plausible synthesis, not exact reconstruction. We focus on full-image, reference-based, extreme-scale super-resolution at magnification levels of up to 350x, a setting that introduces two major challenges: (1) recovering texture-specific detail from highly lossy inputs near ambiguous material boundaries, and (2) preserving correct large-scale pattern structure, such as the repeating geometry of a fabric weave, across millions of local predictions. We address these with a two-stage cascaded design, where the first stage recovers global pattern coherence and the second refines local texture detail, supplemented by a segmentation mask to guide synthesis at ambiguous boundaries. We verify our approach on a collection of self-captured everyday objects and demonstrate globally coherent, materially grounded gigapixel imagery.
Mutual Modality Trust with Lightweight Reconstruction Regularization for Fine-grained Tire Pattern Recognition
Visual tire recognition serves as a core supporting technique for vehicle safety monitoring, autonomous driving perception and automated automotive maintenance. Existing fine-grained tire recognition techniques suffer from three prominent limitations. They tend to depend on only one visual source, lack the capacity to jointly model spatial and frequency cues for minute tread texture extraction, and suffer severe overfitting given limited annotated tire imagery. This paper proposes a lightweight fine-grained tire pattern recognition method incorporating dual-branch independent inference and enhanced feature fusion to boost recognition performance. The framework employs two task-specialized branches dedicated to tire surface and tread indentation, respectively, to extract modality-specific discriminative features. Each branch conducts independent prediction, while cross-branch feature fusion exploits Mutual Modality Trust (MT) to realize complementary feature enhancement across two modalities. Besides, a frequency-domain hierarchical guidance module is devised, which leverages bandpass filters to decompose feature maps into high- and low-frequency components and enables fine-grained cross-layer feature modulation. Furthermore, a Lightweight Reconstruction Regularization (LR) is introduced to retain abundant intrinsic information within feature embeddings, substantially improving feature stability and recognition robustness under limited labeled training data. In addition, we establish a surface-indentation multi-source dataset namely MTire299 for fine-grained tire tread recognition, which covers 299 categories with a total of 14795 paired image samples. Extensive experiments conducted on two public tire datasets validate the superiority and efficacy of the proposed algorithm.
Texture++: Elevating 3D Asset Texture Resolution with a Region-Aware Diffusion Model
Numerous 3D assets are discarded due to low texture resolution, while current super-resolution models ignore texture maps and focus on natural images. An efficient and generalizable texture super-resolution model can revitalize a large corpus of aging yet valuable assets across industries such as film and video games. We present Texture++, a novel framework for texture super-resolution, which enhances the low-resolution textures of assets to produce high-resolution, high-quality results. Specifically, we reformulate the task of super-resolution in UV space into performing it across multiple rendered views and merging the outputs. Firstly, to achieve more complete and continuous textures in the view space, we propose an adaptive view selection strategy to integrate textures dispersed across UV texture patches. Furthermore, we introduce a quadtree-based texture region organization method for combining super-resolved textures from different viewpoints, providing masks to distinguish regions that require improvement. Finally, we design a diffusion-based super-resolution model that enhances the texture resolution for specified masked regions, seamlessly integrating with surrounding regions. Through comprehensive evaluations, we demonstrate that our approach yields textures with substantially improved detail and coherence over existing methods.
Adaptive Identity Anchoring: Closed-Loop Keyframe Placement for Synthetic Paired Supervision in Video Face Swapping
Video face swapping has no natural paired supervision: no real footage exists of one person's face performing another person's video. The strongest current answer, DreamID-V's SyncID-Pipe, mints pairs by replacing the identity in exactly two frames of a real clip -- the first and the last -- and regenerating the rest from a pose sequence alone. Pose carries no appearance evidence of the swapped-in identity, so over long clips, occlusions, and extreme pose excursions the synthesized identity has a long unanchored span on which to drift; no published ablation examines anchor count or placement. We propose Adaptive Identity Anchoring (AIA): (i) generalize the synthesizer to arbitrary anchor sets, architecturally natural for diffusion-forcing-style transformers where conditioning on a frame is clamping its tokens to zero noise; (ii) place anchors by a closed feedback loop that scores every generated frame against the real reference identity and inserts an image-face-swapped anchor at the worst-scoring frame until the pair passes a threshold or exhausts a budget; (iii) reuse the loop's verdict as an automatic data filter. A second pathology, the beauty-filter look of over-smoothed skin, has the same root cause: micro-texture, like identity, is priced by none of the pipeline's objectives. We therefore pair AIA with Reality-Referenced Texture Restoration: matched re-graining from each real frame's non-face regions, band-split transfer of sub-identity micro-texture from the real footage, and a second, spectral acceptance channel refereed by the footage's own spectrum. Identity-anchor density, we argue, is a controllable quality dial, and we specify falsifiable experiments -- drift-versus-gap curves, uniform-versus-adaptive placement at matched budgets, student training on AIA-minted data, and texture ablations with a human beauty-filter study -- that would validate or refute the proposal.
Flexible-Region Based Adaptive In-Loop Filter for Video Coding
Adaptive loop filter (ALF) for video coding, which is designed to minimize the mean square error between original and reconstructed samples by using Wiener-based filter, has attracted increasing attention for its significant capability in improving coding efficiency. In the second and third Audio Video Coding Standard, i.e., AVS2 and AVS3, ALF is adopted as one of the in-loop filters. In current design, each frame is divided into 16 regions at most and corresponding filter coefficients are then derived and utilized to reconstruct each region. In this paper, a flexible-region based ALF (FRALF) scheme is proposed to improve the adaptability of existing ALF in AVS3, which introduces multiple region partition templates, such as , , and . We subsequently propose the filter coefficients merging algorithm to further improve coding efficiency by estimating the distortion level of different partition regions. The proposed FRALF can fully consider the local texture characteristics as well as non-local similarities synthetically. The experimental results show that FRALF outperforms the existing region-based ALF in AVS3 with relatively low complexity increasing.
TAMF-VTON: Texture-Aware Mask-Free Virtual Try-On via High-Fidelity Image Synthesis
Recent diffusion-based virtual try-on (VTON) methods remain limited by their reliance on segmentation masks, insufficient preservation of fine-grained textures, and limited support for arbitrary multi-garment compositions. Consequently, existing approaches still face significant challenges in real-world e-commerce deployment. We present TAMF-VTON, a texture-aware, mask-free framework that enables high-fidelity image synthesis under practical unconstrained conditions. Our method requires no human parsing or inpainting masks at inference time and supports diverse garment styles, categories, and quantities, enabling the simultaneous transfer of multiple items while preserving body structure and intricate texture details. This is achieved through a unified generative pipeline with three key components: (1) a lightweight Mixture-of-Experts (MoE) adaptation scheme that enables efficient fine-tuning without compromising the base model's general editing capabilities; (2) a frequency-domain supervision mechanism that explicitly optimizes high-frequency spectral consistency to preserve high-fidelity textures; and (3) a robust data curation pipeline employing an adaptive inpainting strategy to simulate the inverse VTON process for high-quality training pair generation. Extensive experiments demonstrate that our approach outperforms state-of-the-art methods in both quantitative metrics and perceptual quality. Optimized for efficiency, the model achieves inference in under 15 seconds per image on an NVIDIA RTX 4090 with INT4 quantization. By combining mask-free operation, flexible multi-garment composition, faithful texture preservation, and efficient inference on consumer hardware, TAMF-VTON demonstrates a commercially viable solution for scalable deployment in real-world digital fashion scenarios. The project is available at https://www.style3d.ai/ai-photoshoot/virtual-clothing-try-on.
GHOST: Geometry-Guided Hallucination of Opaque Surface Textures
Transparent objects pose a fundamental challenge for depth estimation and 3D reconstruction due to their violation of Lambertian assumptions, leading to severe geometry degradation in downstream tasks. To address this, we propose a novel geometry-guided preprocessing framework \textbf{GHOST} that leverages visual foundation models to transform transparent regions into opaque, structurally consistent representations without requiring downstream model retraining. Specifically, our pipeline utilizes (1) \textbf{TransDINO} and (2) \textbf{TransDecomp} to disentangle masks and transparency physical properties, while (3) \textbf{DAF-Net} recovers surface normal priors to encode geometric curvature. Subsequently, (4) \textbf{GeoSemTransNet} integrates these multi-modal cues to synthesize a texture-rich opaque RGB image that preserves the transparent object's 3D structure. Extensive experiments demonstrate that our method significantly enhances the accuracy of state-of-the-art depth estimation and reconstruction models on transparent objects by restoring essential photometric cues.
Detangled: A Framework for Creating, Editing, and Inferencing Feature Rich Hair Strands
We present a framework for understanding and generating feature rich hair strands. Drawing upon both scientific and cultural expertise, we define strand texture as the various distinctive patterns (curling, switchbacks, twist, etc.) that are formed by forces internal to a hair strand. We begin by proposing a novel five-dimensional parameter space, intended to be a bijection with naturally occurring hair strand textures. This encoding is both qualitatively accessible, allowing users to readily locate their own hair in the parameter space, and quantitatively precise, allowing the generation of individual strands from texture inputs. Importantly, strand texture should be independent from the overall strand direction. In order to disentangle strand texture from the overall strand direction, we identify centerline geometry and use it to map strands into a canonical space (a strand texture space). We construct centerlines using a novel method that cleanly distills complex hair grooms, separating the strand texture from the overall style (parameterized by style guides). We enable the creation of new strands conforming to our parametric description of texture via a generative artificial intelligence approach supervised by a separate neural network trained to label candidate strands according to our five-parameter description. The ability to create new strands conforming to any desired texture enables groom editing using either texture transfer or user-provided inputs. We demonstrate results on a variety of hair types.
Revisiting One-Zero and Two-Zero Neutrino Mass Textures in Light of Recent Oscillation and Cosmological Data
We revisit one-zero and two-zero textures of the neutrino mass matrix under current experimental and cosmological constraints. We identify the phenomenologically viable texture structures using the latest results on neutrino oscillation parameters, the cosmological bound on the sum of neutrino masses, the kinematic bound on the effective electron-neutrino mass, and limits from neutrinoless double-beta decay. For two-zero textures, several structures are still allowed if only the CMB bound on the neutrino mass sum is imposed. Among them, the -series textures show a characteristic prediction for the Dirac CP phase, with lying around and , and are within the reach of future neutrinoless double-beta decay searches. When the stronger CMB+BAO constraint is included, however, only the -series textures remain viable. Therefore, we also analyze one-zero textures by using machine learning techniques, particularly flow matching. It turns out that some of the texture structures are already excluded by current data, while the allowed ones give distinct predictions for , , , and . We further discuss how the one-zero texture structures can arise from non-invertible selection rules.
Texture Representations in Deep Vision Models: Comparing CNNs, Vision Transformers, and Human Perception
In computational vision science, Convolutional Neural Networks (CNNs) have emerged as a popular model of biological vision because of the alignment they can exhibit with neural and behavioral data in humans and animals. However, it remains unclear to what extent this alignment persists for visual tasks that extend beyond the canonical object recognition paradigm based on well defined semantic content. In this study, we diverge from the common object-centric view by focusing on another aspect of vision: texture perception. We consider textures of different complexity generated with three different algorithms from the same source images. Using a rank-based statistic, we quantify the information encoded in the internal representations of a CNN and three Vision Transformers (ViTs), and we compare the similarity of these representations to those inferred from human psychophysics data. We find that the representation of textures is aligned in different ViTs, but not between the ViTs and the CNN; that ViTs form similar representations for textures of different complexity; that human performance in recognizing textures can be better predicted from ViTs representations rather than CNN representations. Taken together, these results suggest that ViTs may capture more faithfully than CNNs how texture patterns are visually processed by humans, and that the representations of texture stimuli in computational models may be driven by the network architecture.
DreamCharacter-1: From 3D Generative Foundation Models to Product-Ready Character Generation
We present DreamCharacter-1, a lightweight post-adaptation framework that calibrates pretrained 3D foundation models toward high-fidelity, production-ready 3D character generation. Building upon a 3D foundation backbone, our pipeline incorporates three task-oriented components: (1) geometry post-training, which enhances fine-grained surface details through geometric preference optimization; (2) texture post-training, which synthesizes high-resolution textures and refines the appearance of occluded regions; and (3) inference acceleration, which enables scalable deployment. Extensive quantitative and qualitative experiments demonstrate that DreamCharacter-1 produces visually compelling and structurally robust 3D character assets, consistently surpassing state-of-the-art character generation methods.
Learning to Unify Deformable Shape and Texture Representations for Cardiac Video Classification
Deformable shape representations have proven to be robust complements to texture features in cardiac image classification, offering geometric priors that are invariant to imaging artifacts and intensity variations. However, existing deep networks perform simple concatenation to combine these distinct feature representations, which neither fully exploits their complementary nature nor learns cross-modal feature dependencies. Furthermore, this results in uniform attention across all timepoints; hence ignoring the varying diagnostic importance across the cardiac phases. In this paper, we propose a novel cardiac video classification model that, for the first time, learns temporal features in an integrated space of deformable shape and image texture representations. In particular, we design a bi-directional cross-attention in the latent space to fuse latent deformable shape and image features, allowing each modality to adaptively weight the other based on spatio-temporal correspondence. In contrast to current methods that apply uniform weighting across all the cardiac phases, our approach learns to dynamically adjust the contributions of shape and texture representations, derived from images, over time. We demonstrate state-of-the-art classification performance on a cine cardiac magnetic resonance (CMR) video dataset, achieving improved interpretability from attention mechanisms that identify diagnostically critical cardiac phases and modality contributions.
AdaptiveSplat:Texture Aware Controllable 3D Gaussian Allocation for Feed-Forward Reconstruction
Current feed-forward 3D reconstruction methods predict pixel aligned Gaussian primitives, resulting in highly redundant representations. A natural solution is to prune the redundant Gaussians, but naive pruning introduces severe artifacts and often requires inference time fine-tuning, breaking the feed-forward paradigm. Based on previous works, high frequency regions require more Gaussian primitives, while low frequency regions can be represented with significantly fewer primitives. Motivated by this, we propose a novel approach to explicitly control the number of Gaussians by leveraging local texture information. Our approach achieves this through three key components: (1) texture estimation to capture spatial variation in scene detail, (2) texture-aware pruning that removes redundant Gaussians from low frequency regions, and (3) an adaptive Gaussian head that predicts the modified attributes of the retained primitives without breaking the feed-forward paradigm. Experiments on RE10K, ACID, DL3DV, Tanks and Temples, and DTU demonstrate the effectiveness of our approach, while ablation studies validate the contributions of its key components.
Ghosts Beneath Textures: Texture-Relation Cues for Cross-Paradigm AI-Generated Image Detection
AI-generated images have proliferated rapidly, motivating extensive research. Most existing AI-generated image detectors are developed and evaluated under image-free generation paradigms, such as noise-based or text-guided generation. However, image-conditioned generation has become increasingly important in practical applications, as it enables more fine-grained control over generated content. Detecting AI-generated images across these two paradigms creates a critical cross-paradigm detection problem that has long been overlooked. To study this problem, we construct ConImageGen, a benchmark for cross-paradigm AI-generated image detection. Evaluations on ConImageGen show that existing detectors fail to generalize reliably across image-free and image-conditioned generation. To address this failure, this paper identifies a cross-paradigm forensic cue and provides a new perspective for generalized AI-generated image detection. Specifically, by suppressing semantic interference, we visualize, for the first time, semantics-irrelevant texture patterns across generation paradigms. These patterns exhibit structured local-global texture relations, indicating a generalizable form of forensic evidence. Motivated by this finding, we shift the focus from directly exploiting explicit artifacts to modeling texture relations and propose DTS-Det, a detection framework that captures and leverages such relations for generalized AI-generated image detection. Extensive experiments validate the effectiveness of our method. DTS-Det achieves state-of-the-art performance across diverse evaluation settings, reaching 99.6% ACC on ConImageGen with a 10.5% gain over the best baseline. It also achieves 93.2%/94.1% ACC in cross-dataset evaluation on PicoBanana/RAID and maintains detection rates of 95.2%/88.1% under reconstruction attacks and black-box adversarial attacks, respectively.
Ink3D: Sculpting 3D Assets with Extremely Complex Textures via Video Generative Models
Recent 3D generative models can synthesize high-quality geometry but often struggle to reproduce intricate textures from reference images, largely due to the scarcity of large-scale 3D training data with rich surface appearance. In contrast, visual generative models are trained on datasets several orders of magnitude larger and excel at modeling complex visual patterns. Motivated by this gap, we introduce Ink3D, a framework that bridges 3D generation with large-scale video generative models to synthesize extremely complex textures. Ink3D first reconstructs a white-mesh geometry using an off-the-shelf 3D generation model. It then employs OrbitPainter, a conditional video generative model, to produce dense orbit-scan videos capturing object appearance across viewpoints. To convert these views into coherent textures, we introduce TextureOptimizer, a neural baking module that integrates dense multi-view observations while mitigating geometry inconsistencies arising from video generation. By decoupling geometry and texture synthesis and leveraging large-scale pretrained video priors, Ink3D enables significantly richer and more faithful texture generation than prior approaches.
Restore3D: Breathing Life into Broken Objects with Shape and Texture Restoration
Restoring incomplete or damaged 3D objects is crucial for cultural heritage preservation, occluded object reconstruction, and artistic design. Existing methods primarily focus on geometric completion, often neglecting texture restoration and struggling with relatively complex and diverse objects. We introduce Restore3D, a novel framework that simultaneously restores both the shape and texture of broken objects using multi-view images. To address limited training data, we develop an automated data generation pipeline that synthesizes paired incomplete-complete samples from large-scale 3D datasets. Central to Restore3D is a multi-view model, enhanced by a carefully designed Mask Self-Perceiver module with a Depth-Aware Mask Rectifier. The rectified masks learned by the self-perceiver guide an image integration and enhancement phase, helping retain observed shape and texture patterns while refining the generated regions and mitigating the low-resolution limitations of the base model, yielding high-resolution, semantically coherent, and view-consistent multi-view images. A coarse-to-fine reconstruction strategy is then employed to recover detailed textured 3D meshes from refined multi-view images. Experiments on synthetic and real broken-object benchmarks show that Restore3D improves multi-view restoration quality and textured-mesh reconstruction over representative inpainting, completion, and reconstruction baselines in the evaluated settings. Project Page: restore3dx.github.io
Early Cue Precision Shapes Visual Shortcut Learning in Controlled Cue-Manipulation Benchmarks
Visual classifiers can achieve high matched-distribution accuracy while relying on low-level cues that fail under conflict or suppression. We test whether this failure is shaped by early cue precision: the reliability with which a low-level cue predicts the label during early learning or downstream probe fitting. Across synthetic shape-texture tasks, sequential digit training, a 10-class frozen-representation audit, and a CIFAR-10 natural-image-based texture-overlay benchmark, we manipulate object-texture match probability and evaluate matched-ID accuracy, conflict accuracy, texture-choice rate, and suppression behavior. Degraded-but-predictive input does not substitute for cue decorrelation. In 10-class digit probes, conflict accuracy drops from 0.589 under chance-like cue precision to 0.005 under target-perfect texture. In CIFAR-10 frozen probes, conflict accuracy drops from 0.569 to 0.114, while texture choice rises from 0.049 to 0.855; this ordering persists across texture-overlay strengths alpha in {0.15,0.25,0.35,0.50}. End-to-end CIFAR-10 training shows that low early cue precision improves pre-target conflict behavior, but shortcut-rich fine-tuning can rapidly overwrite this benefit. Cue decorrelation must therefore be maintained during downstream adaptation rather than treated as a one-time inoculation.
StructSplat: Generalizable 3D Gaussian Splatting from Uncalibrated Sparse Views
We present StructSplat, a feed-forward and generalizable 3D Gaussian reconstruction framework that operates directly on uncalibrated images without requiring camera parameters. Existing methods either rely on per-scene optimization or assume known camera poses, and often entangle geometry and appearance within a unified backbone, limiting reconstruction fidelity and generalization. Our key idea is to adopt a structured representation that organizes geometry, semantic, and texture cues with explicit roles in the reconstruction process. Specifically, we introduce a pixel-aligned feature injection mechanism to enable accurate texture modeling from 2D observations, incorporate semantic-aware priors to improve global consistency, and design a camera alignment strategy to prevent information leakage and improve generalization. Experiments show that our method significantly outperforms prior approaches on challenging benchmarks. On DL3DV, our method achieves 28.045 PSNR, surpassing AnySplat (22.377) by +5.67 dB. In cross-dataset evaluation, our method achieves +1.94 dB over AnySplat on ACID and +1.72 dB on RealEstate10K. Project page: https://structsplat.github.io Code: https://github.com/J-C-Zhao/StructSplat
Monocular Avatar Reconstruction via Cascaded Diffusion Priors and UV-Space Differentiable Shading
Reconstructing high-fidelity, relightable 3D avatars from a single in-the-wild image is a challenging ill-posed problem, primarily hindered by the scarcity of high-quality PBR data and the complexity of disentangling illumination from intrinsic materials. In this paper, we present a data-efficient framework that leverages the robust priors of a unified pre-trained diffusion backbone to sequentially address texture completion, delighting, and material decomposition. Unlike existing methods that rely on fragmented pipelines or extensive proprietary datasets, we utilize cascaded Low-Rank Adaptations (LoRAs) to adapt the strong generative prior of the diffusion model for each sub-task in UV space. Specifically, we first employ an Inpainting LoRA to complete missing UV textures caused by occlusion, leveraging the model's semantic understanding to generate semantically and photometrically coherent details. Subsequently, a Light-Homogenization LoRA and a novel Cross-Intrinsic Attention mechanism are introduced to remove baked-in lighting and collaboratively synthesize pixel-aligned PBR maps (Albedo, Normal, Roughness, Specular, and Displacement). To ensure physical plausibility, we impose a UV-space differentiable BRDF shading loss during the decomposition stage, forcing the generative process to adhere to the rendering equation without the artifacts typical of rasterization-based supervision. Extensive experiments demonstrate that our method, trained on fewer than 100 real 3D scans, generates comprehensive, 4K-resolution PBR assets with superior realism and generalization compared to state-of-the-art methods, and all training code and model weights will be released upon acceptance.
DANTE-W: Diffuse Albedo Neural Texturing in the Wild
Classical mesh texturing techniques blend captured multi-view images directly, which inevitably suffer from baked-in shading and casted shadows that compromise visual fidelity during relighting. To circumvent this issue, we present a neural texturing framework, namely DANTE-W, to enable high-fidelity diffuse albedo texture recovery from unstructured image collections for large-scale, in-the-wild scenes, which integrates seamlessly with traditional 3D reconstruction pipelines. Given a reconstructed mesh and its surface parameterization, our method fuses view-space generative albedo priors into a coherent texture space via an expressive neural representation, while substantially enhancing fine-grained textural details through physically principled neural rendering. To comprehensively evaluate our method, we curate a benchmark dataset featuring diverse, fine-grained textures, comprising both real-world in-the-wild scenes and synthetic objects. Extensive experiments verify the effectiveness of our approach in reconstructing accurate albedo textures and boosting relighting fidelity. Project page: dante-wild.github.io.
TryOnCrafter: Unleashing Camera Trajectories for Realistic Video Virtual Try-on via a Renderable 4D Try-on Proxy
While Video Virtual Try-on (VVT) has achieved remarkable progress in synthesizing realistic garment overlays on dynamic subjects, existing paradigms remains fundamentally constrained by a passive dependency on source camera trajectories, failing to accommodate the requisite interactive freedom for omnidirectional viewpoint exploration. To address this limitation, we define a pioneering research frontier: Camera-controllable Video Virtual Try-on (CaM-VVT). Unlike conventional VVT, CaM-VVT not only necessitates viewpoint-agnostic texture hallucination but also strict structural synchronization between non-rigid human dynamics and background contexts under arbitrary, unconstrained camera movements. To tackle these challenges, we present TryOnCrafter, the first unified DiT-based framework specifically architected for the CaM-VVT task. Departing from implicit pixel-space manipulation, we introduce a Renderable 4D Try-on Proxy that explicitly decouples the human subject from the environment. This is achieved by distilling high-fidelity 2D try-on priors into a clothed 3DGS-based avatar, which is subsequently animated via SMPL-X sequences and metric-aligned into a reconstructed background point cloud. This proxy establishes a robust structural foundation with superior texture density and motion integrity. Our Proxy-Anchored Video DiT leverages this robust structural foundation as a primary geometric anchor, ensuring that the synthesized photorealistic videos are strictly constrained by prescribed trajectories and physically plausible deformations. Benefiting from the inherent editability of the 4D proxy, TryOnCrafter facilitates diverse downstream applications, including human relocalization, ``bullet time'' effects, and -degree orbital viewing.
From Sparse and Imperfect 2D Anchors to Consistent 3D Gaussian Street Scenes: Support-Aware Appearance
Image priors can synthesize target conditions for 3D Gaussian street scenes, but independently edited views do not define a coherent 3D target. Direct fitting can propagate view-specific noise, while existing pipelines do not jointly handle imperfect sparse anchors and standard-rasterizer deployment. To address this gap, teacher-relative appearance residual distillation is introduced for appearance baking. A structured space for frequency decomposition, confidence estimation, and primitive-level lifting is formed by residuals between teacher anchors and original renders. The direct optimization signal is supplied by renderer-space matching, while primitive assignment is regularized by support-aware Gaussian-space aggregation. Supported detail is admitted and unsupported noise is suppressed through confidence-gated coarse-to-fine optimization, after which all residuals are baked into fixed-geometry spherical-harmonic coefficients. The teacher and auxiliary training modules are discarded at inference. Evaluation across Waymo street assets, Tanks and Temples scenes, and multiple target conditions shows a favorable overall balance of target alignment, content preservation, artifact suppression, and cross-view consistency over editing-based baselines. Ablations confirm the effectiveness of the main components. Code will be released at https://github.com/Cagares/Baking-for-3D-Gaussian.
A 3D-Printable Dataset for Fair Testing and Comparisons of Tactile Sensors
Existing texture datasets for tactile sensing primarily consist of sensor readings from a specific sensor interacting with available surfaces/objects rather than describing the textures themselves, limiting fair comparison between tactile sensors and hindering reproducible research. In this work, we introduce a 3D-printable dataset of mathematically defined textures designed to be fabricated reliably across different printers and filament types. The dataset consists of six parametrically generated surface patterns derived from combinations of sine-wave and Fourier-based functions, giving controlled variation in spatial frequency, amplitude, and directional structure. We evaluate the reproducibility of these textures across three popular 3D printers and multiple filament types by measuring variance in images captured using an optical TacTip sensor under controlled contact conditions. Our results show that print quality, particularly peak sharpness and stringing, affects tactile variance, with higher-end printers producing significantly more consistent signatures. Classification experiments using neural networks and PCA-based models further demonstrate that high-quality prints support strong within-printer generalisation, while cross-printer generalisation remains challenging due to geometric inconsistencies. This work establishes the first openly available, physically reproducible 3D-printed texture benchmark, providing a foundation for fair comparison of tactile sensors.
HiFiVe: High-Fidelity Vehicle Generation Leveraging Auto-Regressive 2D Generative Priors
Existing 3D vehicle generation methods often suffer from low geometric fidelity and blurry textures, hindering their downstream applications. While recent works adopt multi-view diffusion models for high-fidelity texture, they are often constrained by fixed viewpoints, limited resolution, and a reliance on costly fine-tuning to achieve cross-view consistency. In this paper, we propose HiFiVe, a training-free framework for high-fidelity vehicle modeling through joint texture and geometry enhancement by imposing 3D geometric constraints to anchor 2D generative priors. Specifically, we propose an auto-regressive texture refinement pipeline that progressively synthesizes high-resolution textures from arbitrary viewpoints. To ensure cross-view consistency, the coarse geometry serves as a synchronization prior, conditioning each generation step on previously synthesized frames via depth-based warping and multi-view texture fusion. Moreover, the inherent symmetry of vehicles is exploited to mitigate error accumulation. Finally, high-frequency surface details are recovered by refining the mesh geometry using normal maps estimated from the enhanced textures. Extensive experiments on synthetic and real-world vehicle datasets demonstrate that our method significantly improves both geometric detail and texture quality compared to state-of-the-art baselines. Project page: https://honglixiao.github.io/hifive.github.io/.
Cage-based Texture Transfer with Geometric Filtering
Real-time texture transfer expands the creative horizon for interactive applications, enabling seamless detail projection in scenarios that range from digital character cosmetics to procedural automotive texturing. Yet, its practical application is governed by inherent trade-offs between processing speed and suppression of artifacts. Low-latency transfer methods frequently fail to suppress artifacts, and robust alternatives rely on large-scale models that are costly in training and memory. Our proposed method bridges the gap between efficiency and robustness by using a cage-based geometric filtering method to identify Non-Cosmetic Zones (NCZs) for artifact suppression. While other models are resource-intensive and require multiple days of training on manually annotated datasets, we are able to successfully suppress artifacts and achieve immediate deployment on consumer-grade hardware. Our framework achieved highly efficient runtimes of ~70ms on mobile devices for a ~4.8k triangle mesh.
Fabric Image Demoiréing Benchmark from Synthesis to Restoration
Fabric moiré is a sampling-induced aliasing artifact caused by the interaction between fine textile patterns and camera sensor grids, producing structured interference that severely degrades image quality. Unlike screen-induced moiré, which stems from strictly periodic display lattices, fabric moiré is intrinsically more challenging due to the broadband and semi-periodic nature of textile weaves. The heavy spectral overlap between intrinsic texture and aliasing components renders fabric demoiréing substantially more ill-posed. Consequently, existing models trained on screen moiré datasets generalize poorly to these complex textile patterns. Despite its practical importance, fabric image demoiréing remains underexplored and lacks standardized benchmarks. We present the first comprehensive benchmark for fabric image demoiréing. To address the difficulty of acquiring pixel-aligned real-world pairs, we develop a physically motivated synthesis framework and construct a large-scale dataset comprising 16,050 paired multi-resolution fabric images with controllable aliasing severity. Furthermore, we customize a baseline model, which establishes promising performance on the proposed benchmark dataset with strong generalization ability. Our benchmark provides a standardized platform for advancing research in fabric image demoiréing.
Controllable Texture Tiling with Transformed RoPE-Enhanced Diffusion Models
Realistic integration of user-specified textures into scene images is a fundamental task in computer graphics and image editing. While existing material transfer and reference-guided inpainting methods can edit surface appearances, they often fail to address the specific requirements of texture tiling. This task necessitates precisely repeating a reference pattern according to user-defined parameters such as frequency, orientation, and scale. Furthermore, current generative approaches often struggle to maintain the structural fidelity of the reference texture, limited by either destructive pixel-level resampling or the lack of fine-grained spatial information in semantic image encoders, and they frequently fail to preserve the coherent lighting and geometry of the original scene. In this paper, we propose a novel framework for controllable and high-fidelity texture tiling based on Diffusion Transformers. Our approach introduces two key technical innovations to decouple spatial manipulation from content generation. First, we propose a Coordinate-Transformed Rotary Embedding mechanism. By applying 2D affine transformations directly to the relative positional embeddings between the target latent and the image condition, we achieve precise control over tiling patterns without explicit pixel warping, thereby utilizing the full information of the reference condition without degradation. Second, a Disjoint Attention Mask is employed to shield reference features from semantic leakage. This preserves structural integrity while seamlessly blending the synthesized texture with the scene's original lighting and geometry. Extensive experiments demonstrate that our method outperforms state-of-the-art baselines in both control accuracy and texture fidelity.
The Power of Light: Improving Synthetic-to-Real Domain Adaptation through Physically-Based Indirect Illumination
While synthetic data generation resolves the manual labeling bottleneck in computer vision, minimizing the syn-to-real domain gap requires optimizing rendering variables. This paper presents a systematic study analyzing the impact of lighting configurations and background complexity on object detection performance. We introduce SmartSDG, an automated, reproducible pipeline built on NVIDIA Isaac Sim using Physically-Based Shading (PBS), alongside ILLUM_INTRUCK, a new multi-object industrial benchmark dataset. Through 18 controlled experiments utilizing a state-of-the-art YOLOv12 framework, we demonstrate that complex, indirect lighting configurations paired with domain-relevant background variability significantly increase visual cue richness. Our quantitative findings show that avoiding direct specular peaks preserves crucial surface textures, mitigates the domain gap, reduces false positives, and accelerates model convergence compared to using conventional direct-light synthetic data. Ultimately, we provide actionable virtual scene design guidelines to maximize object detection robustness in industrial automation.
JanusMesh: Fast and Zero-Shot 3D Visual Illusion Generation via Cross-Space Denoising
Creating 3D visual illusions, a single 3D mesh that reveals entirely different semantics from various viewing angles, is a fascinating but tough challenge. Existing optimization-based methods are slow and can produce oversaturated colors. In contrast, naive stitching approaches fail to produce geometrically coherent objects. This results in visible unnatural seams and semantic leaks. In this paper, we present a fast and training-free framework for generating text-driven 3D visual illusions. Our approach decouples the generation into two stages. First, we propose a cross-space dual-branch denoising process. This process dynamically decodes 3D latents into voxel space for CLIP-guided orientation alignment and Signed Distance Field (SDF) blending, which ensures seamless geometric fusion. Second, we introduce a view-conditioned texture synthesis module that projects and aggregates view-specific 2D diffusion priors onto the fused geometry. Extensive experiments demonstrate that our method generates highly realistic, dual-semantic 3D illusions in just 3-5 minutes. It significantly outperforms existing methods in geometric integrity, semantic recognizability, and efficiency. Project page: https://siang1105.github.io/JanusMesh.github.io/
CUPID: Reconstructing UV Texture Maps for Interpretable Person-of-Interest Deepfake Detection
Deepfakes targeting a high-profile individual, known as Person-of-Interest (POI), are a threat to modern democracies and societies. Current POI deepfake detection methods still struggle to combine robustness to post-processing, efficiency and interpretability, key aspects of modern deepfake detectors. In this paper we propose CUPID, a POI video deepfake detector that combines UV texture maps, a facial appearance representation derived from 3D face reconstructions, with the representation learning capabilities of the Masked Autoencoder (MAE). Our method does not require any deepfake videos in its training phase. Moreover, it does not even require including a specific POI in the training set: the combination of UV texture maps extracted from real video frames and the MAE context-guided reconstruction yields a latent space that captures rich and discriminative facial features even for identities unseen during training. In the testing phase, the embeddings extracted from a query video depicting the POI can be matched against pristine reference videos to assess the video authenticity. Furthermore, operating in the UV space naturally provides an additional layer of interpretability. Specifically, we can extract decoded residual maps that highlight which facial regions of a test video deviate most from the identity representation of the corresponding POI. Experiments on four deepfake datasets show that CUPID outperforms the current state of the art on most datasets and achieves the best overall robustness against strong downscaling and compression, while also providing substantially faster inference. Our experimental code will be released at https://github.com/polimi-ispl/CUPID.
VFACamou: View-Fused Adversarial Camouflage for Environment-Adaptive Physical Evasion
Adversarial camouflage in the physical world remains highly challenging, particularly under UAV reconnaissance where targets undergo continuous geometric changes and extreme illumination variations. Existing methods either optimize 2D digital perturbations that fail to generalize to dynamic viewpoints or produce visually unnatural textures that cannot be deployed in real scenarios. Therefore, we propose an end-to-end framework for adversarial camouflage generation that automatically produces wearable adversarial patterns and maintains stable attack performance in real physical environments with changing viewpoints, poses, and lighting conditions. Our method integrates UV-volume rendering with a diffusion-based texture generator, enabling consistent appearance under varying scales, poses, and lighting conditions. To ensure environmental realism, we propose an illumination color consistency estimator that extracts dominant background attributes and guides a natural texture loss to align the generated UV texture with the surrounding environment. A multi-scale dynamic training strategy further enhances robustness against viewpoint shifts and body deformation. Extensive experiments across multiple mainstream detectors demonstrate that our method achieves strong and stable physical attack performance while maintaining high perceptual naturalness, reducing human detection rates without introducing unnatural artifacts.
Learning a Maximum Entropy Model for Visual Textures using Diffusion
Visual textures -- spatially homogeneous image regions containing repeated elements (e.g. a field of grass, the bark of a tree) -- are ubiquitous in visual scenes and provide important cues for recognizing and analyzing materials and objects. A number of existing texture models extract essential statistics from a single texture image, and can then generate high-quality samples that are visually similar to the original by matching these statistics. However, their statistics are either hand-designed or based on a network pretrained for another purpose (e.g., object recognition). Here, we develop the first principled method for unsupervised learning of a set of statistics that are used to constrain a maximum entropy probability model. We leverage methods developed for generative diffusion models to derive training and sampling procedures, and compare these to the traditional method of sampling via matching the statistics. Despite the compactness of our trained model (512 statistics), it generates texture images whose quality is as good as or better than the current state-of-the-art model (~177k statistics). A more direct comparison of the two models, obtained by synthesizing images that are indistinguishable for one model but maximally different for the other, reveals their relative strengths and weaknesses. Finally, we show that unlike previous statistical texture models, a straight trajectory in the representation space of our model generates homogeneous texture samples that interpolate smoothly between the features of the two end points.